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atari2600land

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Added the boss fight in, even though it will ultimately be a little later in the game than it is now. Press 2 at the title screen to jump to right before the boss fight, and 1 to start over at the beginning. The boss lemon is very big. That's him on the extreme right. I'll leave it to you to determine how to kill him and advance.

 

 

19 shots. But they all have to be to the left of the rightmost tree.

 

 

Those red things he's shooting out are supposed to be fireballs, but I can't draw. And I took out the colliding with stuff sound because I couldn't get it working the way I wanted it to.

 

lemons14.rom

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I am so stupid. Because I was using the PLAY FULL statement, that's why the sounds were sounding crappy. So I switched it to PLAY SIMPLE, changed a few more lines of code, and now the sound sounds a whole lot better now. But this does mean there's no percussion on the title screen. but as a tradeoff, it's better than having crappy sounds. So I added the collision sound back in.

lemons15.rom

Edited by atari2600land
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Sounds interesting!

 

I recommend programming an external tool to convert bitmaps to data. Princess Lydie levels were created with an icon editor, and the tool converts to RLE (compressed) data, if I remember correctly, 2-bit color and 6-bit run. I can release the source code if anyone here likes C#, .NET and Windows.

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Lemons background track, if you want it, enjoy.

 

 

lemons:

Data 3

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Music Stop

 

 

Added the boss fight in, even though it will ultimately be a little later in the game than it is now. Press 2 at the title screen to jump to right before the boss fight, and 1 to start over at the beginning. The boss lemon is very big. That's him on the extreme right. I'll leave it to you to determine how to kill him and advance.

 

 

19 shots. But they all have to be to the left of the rightmost tree.

 

 

Those red things he's shooting out are supposed to be fireballs, but I can't draw. And I took out the colliding with stuff sound because I couldn't get it working the way I wanted it to.

 

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  • 2 weeks later...

help.

Sometimes but not always, when Fred exits the 16th screen (the one with the wall guard) and enters the boss fight, he enters the screen on the far right side and gets trapped in the lemon wall I drew over there. Even though I specifically told it to put the man sprite at x position 10. But sometimes it ignores that and puts it at 160. Why does this stupid thing hate me so much?!

You can skip to the wall guard screen by pressing 2 at the title screen instead of 1.

lemons19.bas

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I wonder if it has anything to do with that you set manx and move the sprite at different occasions, so while the player logically may be at position 10, the sprite and subsequent collisions still will be at 160 before you update the sprite position. I don't know where in the code you would want to make that change, just an idea. When I try to write a game, I often make sure that the player on screen is relocated as soon as the position variable is updated, so there is no delay between what the game thinks is your position and what you see on screen.

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    IF COL2 and HIT_BACKGROUND and manhit<2 THEN
    manx = lastok2_x
    many = lastok2_y
    collsoundtimer=collsoundtimer+1

This will rewind you to your last-good-position two ticks ago if the collision fires. If you're warping 'manx' w/out rewriting lastok1_x and lastok2_x, that would be why.

 

Whenever you warp the position of your character, you'll need to copy that to the lastokXX values, as I mentioned here. Or, you can just disable collision detection for two ticks.

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I think I did it after hours of work. What I basically did was make it so the man never touches the lemon right side of the screen at the exact time the player moves to that screen regardless of whether the man has been written to a new value or not. I worked on this all night long basically.

 

 

EDIT: BUt it does NOT work on LTO Flash! Why not?!

lemons19a.bas

lemons19a.rom

Edited by atari2600land
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I wasn't saying to move the collision code. I was saying that any time you pick up and move the player through a mechanism other than the controller movement, you need to reset "lastokXX" to the same values as manx/many. Otherwise, if you do have a collision in the next two frames, the wrong thing will happen.

 

As for why it doesn't work on LTO Flash... dunno. What type of Intellivision are you testing on?

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Question: How does GoSub save your game? I want to do something similar in this game where it saves your progress. I had an interesting idea where Fred goes around collecting lemons as well as figuring out the puzzles. Like in Captain Toad: Treasure Tracker for the Wii U. Anyway, I worked for a little bit on this game just now.

lemons21.rom

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My roommate in college was from Colombia. He regularly got the words for lemon and lime mixed up, as the Spanish word for lemon is limón, and apparently some folks call limes limón verde. (Literally, "green lemon.")

 

Even those folks at Lays get confused. ;-)

 

post-14113-0-69284600-1514857630.jpg

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My roommate in college was from Colombia. He regularly got the words for lemon and lime mixed up, as the Spanish word for lemon is limón, and apparently some folks call limes limón verde. (Literally, "green lemon.")

 

Even those folks at Lays get confused. ;-)

 

attachicon.giflimon.jpg

 

In Spanish, we call a lime "lima," but I know that some people call it "limón verde," which is wrong. Last time I visited Puerto Rico, it confused me because I was looking for limes and all the supermarkets had stands for "limón" and "limón verde" in the produce section, and I kept thinking "why would I buy an unripened lemon? And why aren't they cheaper than the ripened ones?? It's just odd that they sell them side-by-side..." Eventually, my sister told me "just ask for 'limón verde'."

 

I don't recall that being the case when I was younger, and "lima" was a perfectly good word in circulation. It apparently is a neologism from the (*sigh*) tweeterbook generation. :roll:

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